static void Start() { GameObject floor = new GameObject(); floor.transform.localScale = new Vector2(20, 1); floor.transform.position = new Vector2(2, 25); floor.sprite.ascii = GroundSprite; floor.sprite.collision = ASCIISprite.GenerateCollision(GroundSprite); GameObject.Instantiate(floor); GameObject player = new GameObject(); player.transform.position = new Vector2(3, 3); player.sprite.ascii = PlayerSprite; player.sprite.collision = ASCIISprite.GenerateCollision(PlayerSprite); player.ActivateRigidbody(); player.rigidbody.mass = Rigidbody.CalculateMass(player.sprite.collision); player.rigidbody.UpdateCenterOfMass(player.sprite); GameObject.Instantiate(player); }
static void Start() { //GameObject obj = new GameObject(); player1GameObject = new GameObject(); player1GameObject.transform.position = new Vector2(3, 3); player1GameObject.sprite.ascii = PlayerSprite; player1GameObject.sprite.collision = ASCIISprite.GenerateCollision(player1GameObject.sprite.ascii); //Game.Objects.Add("Player1", player1obj); bulletPrefab = new GameObject(); bulletPrefab.sprite.ascii = BulletSprite; //bulletPrefab.sprite.collision = ASCIISprite.GenerateCollision(bulletPrefab.sprite.draw); bulletPrefab.name = "Bullet"; wallGameObject = new GameObject(); wallGameObject.transform.position = new Vector2(30, 7); wallGameObject.sprite.ascii = WallSprite; wallGameObject.sprite.collision = ASCIISprite.GenerateCollision(WallSprite); wallGameObject.events.OnCollisionStay = WallCollider; player1GameObject = GameObject.Instantiate(player1GameObject); wallGameObject = GameObject.Instantiate(wallGameObject); }
// Called every frame update static void Update() { bool changed = false; if (Input.GetKey(ConsoleKey.D)) { //player1GameObject.transform.position = new Vector2(player1GameObject.transform.position.x + (1 * PlayerSpeed), player1GameObject.transform.position.y); player1GameObject.transform.Translate(new Vector2(PlayerSpeed * HorizontalSpeedMultiplier, 0)); changed = true; } if (Input.GetKey(ConsoleKey.W)) { //player1GameObject.transform.position = new Vector2(player1GameObject.transform.position.x, player1GameObject.transform.position.y - (1 * PlayerSpeed)); player1GameObject.transform.Translate(new Vector2(0, -PlayerSpeed)); changed = true; } if (Input.GetKey(ConsoleKey.S)) { //player1GameObject.transform.position = new Vector2(player1GameObject.transform.position.x, player1GameObject.transform.position.y + (1 * PlayerSpeed)); player1GameObject.transform.Translate(new Vector2(0, PlayerSpeed)); changed = true; } if (Input.GetKey(ConsoleKey.A)) { //player1GameObject.transform.position = new Vector2(player1GameObject.transform.position.x - (1 * PlayerSpeed), player1GameObject.transform.position.y); player1GameObject.transform.Translate(new Vector2(-PlayerSpeed * HorizontalSpeedMultiplier, 0)); changed = true; } if (Input.GetKeyDown(ConsoleKey.Spacebar)) { //GameObject newBullet = bulletobj.Clone(); GameObject newBullet = GameObject.Instantiate(bulletPrefab.Clone()); newBullet.transform.position = player1GameObject.transform.position + new Vector2(1, 1); newBullet.rigidbody.velocity = new Vector2(BulletSpeed, 0.0f); newBullet.events.OnCollisionStay = new Action <int>(BulletOnCollisionStay); newBullet.events.OnCollisionEnter = new Action <int>(BulletOnCollisionStay); newBullet.Update(); GameObject.Destroy(newBullet, 2); Debug.Log("Fired weapon.."); } if (Input.GetKeyDown(ConsoleKey.D1)) { bulletPrefab.sprite.ascii = BulletSprite; bulletPrefab.sprite.collision = ASCIISprite.GenerateCollision(BulletSprite); Debug.LogWarning("Selected [Bullet]"); } if (Input.GetKeyDown(ConsoleKey.D2)) { bulletPrefab.sprite.ascii = SquareSprite; bulletPrefab.sprite.collision = ASCIISprite.GenerateCollision(SquareSprite); Debug.LogWarning("Selected [Square]"); } if (Input.GetKeyDown(ConsoleKey.OemPeriod)) { Debug.RefreshScreen(); } if (Input.GetKeyDown(ConsoleKey.Escape)) { Game.Exit(); } if (changed) { player1GameObject.Update(); } }